zoofman, on 20 December 2012 - 11:25 PM, said:
I think a lot of people realize this thread is full of trolls and rather than harping back and forth on it, would you advise basically watching your speed runs to get an idea how to handle one's self in full zerker gear?
I think part of my perception might be cause I do pugs and there just isn't the organization a 2guard/2 war/1 other party has. I'm not gonna deny what your saying makes sense, and it's something I see repeated by anyone over fractal 30+. So I guess from my shoes I'm more interested in pointers to try to reach that point of aptitude where knights or soldier stuff isn't needed to stay alive.
I agree that full zerkers isn't ideal for everyone and does require a group that is working together and individual skill and knowledge of attack patterns to dodge full attacks. Not saying toughness is useless for alot of people, it started with that noob saying that toughness gear does the same damage as berserker gear which is the dumbest thing I've ever heard. I started out with soldier gear on my guardian, until I realized after hundreds of dungeon runs, getting to 30+ fractals, and learning all of the dungeons that survivability is wasted if you are running in organized groups and hardly ever dieing (or in the case of high lvl fractals, everything does a ton of dmg anyways and there are other ways to mitigate it).
The 3 main things that people use to increase their survivability in a zerker group are:
-100% protection uptime
-100% weakness uptime (look up scale venom potions, they come from a DE vendor in Iron Marches, 2-3 people in your party will provide 100% weakness uptime, the potion does not take up a food or nourishment slot, and lasts for 10 minutes. It only costs 18 copper I believe, we only use it for encounters where we actually need it, not really something you use 100% of the time since most stuff is pretty easy)
-Omnomberry Pies/Ghosts which are OP and heal 338 health on 66% of crits with no cooldowns. My warrior has 93% crit after 25 stacks of precision sigil, meaning he pretty much heals for 338 health on 2/3rds of his attacks with no cooldown. This offers more survivability then any trait you can take. That means when you are using multi-hit attacks or cleaving 3 enemies you have the potential to heal 1k-2k a second while critting for 2.5-3k for each auto attack.
These 3 things are what allow you to stay in melee range and mitigate normal attacks. It still requires that you use your dodges for large "wind-up" attacks for many bosses. There are alot of things that can be avoided by constantly moving as well.
Edited by Strife025, 21 December 2012 - 12:23 AM.